/Engine/Source/Runtime/Engine/Classes/Sound/SoundClass.h
Structure containing configurable properties of a sound class.
struct FSoundClassProperties
float
AttenuationDistanceScale
Scales the distance measurement used by the audio engine when determining distance-based attenuation.
uint8: 1
bAlwaysPlay
Whether to inflate referencing sound's priority to always play.
uint8: 1
bApplyAmbientVolumes
Whether the Interior/Exterior volume and LPF modifiers should be applied
uint8: 1
bApplyEffects
Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.
uint8: 1
bCenterChannelOnly
Whether or not this sound class forces sounds to the center channel
uint8: 1
bIsMusic
Whether or not this is music (propagates to child classes only if parent is true)
uint8: 1
bIsUISound
Whether or not this sound plays when the game is paused in the UI
uint8: 1
bReverb
Whether or not sounds referencing this class send to the reverb submix
float
Default2DReverbSendAmount
Send amount to master reverb effect for referencing unattenuated (2D) sounds.
TObjectPtr<USo...
DefaultSubmix
Default output submix of referencing sounds.
float
LFEBleed
The amount of a sound to bleed to the LFE channel
ESoundWaveLoadi...
LoadingBehavior
Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.
float
LowPassFilterFrequency
Lowpass filter cutoff frequency
FSoundModulatio...
ModulationSettings
Default modulation settings for sounds directly referencing this class
TEnumAsByte<EA...
OutputTarget
Which output target the sound should be played through
float
Pitch
Pitch multiplier.
float
RadioFilterVolume
Volume of the radio filter effect.
float
RadioFilterVolumeThreshold
Volume at which the radio filter kicks in
float
VoiceCenterChannelVolume
The amount to send to center channel (does not propagate to child classes)
float
Volume
Volume multiplier.